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Rad/Fire farming arc 125


FullEclipse

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Hey all I am having issues with the speeds that are being reported for this arc. People are able to do it in 5min or less.  I am wondering what the heck I am doing wrong?  I think my build is pretty strong but still it is taking me about 6-7 mins per room, so 30-35min for the whole thing.  Are these speed demons eating reds all the time? I don't do that cause I don't want to.  If the best I can do is 6 mins with out constantly getting and eating reds then I am fine with it.  I just want a critique of my build if possible by some serious farmers.

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

FallenAsh: Level 50 Magic Brute
Primary Power Set: Radiation Melee
Secondary Power Set: Fiery Aura
Power Pool: Fighting
Power Pool: Leadership
Power Pool: Leaping
Power Pool: Concealment
Ancillary Pool: Mu Mastery

Villain Profile:
Level 1: Radioactive Smash -- Hct-Dmg(A), Hct-Dmg/Rchg(11), Hct-Acc/Dmg/Rchg(13), Hct-Acc/Rchg(13), Hct-Dmg/EndRdx(15)
Level 1: Fire Shield -- Ags-ResDam(A), Ags-ResDam/EndRdx(3), Ags-ResDam/Rchg(3), GldArm-3defTpProc(5), StdPrt-ResDam/Def+(5)
Level 2: Blazing Aura -- SprAvl-Acc/Dmg(A), SprAvl-Dmg/EndRdx(7), SprAvl-Acc/Dmg/EndRdx(7), SprAvl-Acc/Dmg/Rchg(9), SprAvl-Acc/Dmg/EndRdx/Rchg(9), SprAvl-Rchg/KDProc(11)
Level 4: Proton Sweep -- Obl-Acc/Dmg/EndRdx/Rchg(A), Obl-Acc/Dmg/Rchg(15), Obl-Dmg/Rchg(19), Obl-Acc/Rchg(21), Obl-Dmg(21)
Level 6: Boxing -- Empty(A)
Level 8: Healing Flames -- Pnc-Heal/EndRedux(A), Pnc-EndRdx/Rchg(43), Pnc-Heal(46), Pnc-Heal/+End(46)
Level 10: Fusion -- RechRdx-I(A)
Level 12: Taunt -- Empty(A)
Level 14: Tough -- Ags-ResDam(A), Ags-ResDam/Rchg(23), Ags-ResDam/EndRdx(27)
Level 16: Weave -- LucoftheG-Def/Rchg+(A), LucoftheG-Def(17), LucoftheG-Def/EndRdx(17), LucoftheG-Def/EndRdx/Rchg(19)
Level 18: Maneuvers -- LucoftheG-Def/Rchg+(A), LucoftheG-Def/EndRdx(23), LucoftheG-Def(25)
Level 20: Combat Jumping -- LucoftheG-Def/Rchg+(A)
Level 22: Irradiated Ground -- Obl-Dmg(A), Obl-Acc/Rchg(37), Obl-Dmg/Rchg(37), Obl-Acc/Dmg/Rchg(37), Obl-Acc/Dmg/EndRdx/Rchg(40), AchHee-ResDeb%(40)
Level 24: Temperature Protection -- Ags-ResDam(A), Ags-ResDam/EndRdx(25), Ags-ResDam/Rchg(27)
Level 26: Consume -- Obl-Dmg(A), Obl-Acc/Rchg(36), Obl-Dmg/Rchg(48), Obl-Acc/Dmg/Rchg(48), Obl-Acc/Dmg/EndRdx/Rchg(48)
Level 28: Devastating Blow -- SprBlsCol-Rchg/HoldProc(A), SprBlsCol-Dmg/EndRdx/Acc/Rchg(29), SprBlsCol-Acc/Dmg(29), SprBlsCol-Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/EndRdx(31), SprBlsCol-Acc/Dmg/Rchg(31)
Level 30: Burn -- SprBrtFur-Acc/Dmg(A), SprBrtFur-Dmg/Rchg(34), SprBrtFur-Acc/Dmg/Rchg(36), SprBrtFur-Dmg/EndRdx/Rchg(36), SprBrtFur-Acc/Dmg/EndRdx/Rchg(50)
Level 32: Atom Smasher -- Arm-Dmg(A), Arm-Dmg/Rchg(33), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(34)
Level 35: Fiery Embrace -- RechRdx-I(A)
Level 38: Electrifying Fences -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/EndRdx(39), SprFrzBls-Acc/Dmg/Rchg(39), SprFrzBls-Dmg/EndRdx/Acc/Rchg(40), SprFrzBls-Rchg/ImmobProc(43)
Level 41: Ball Lightning -- Rgn-Dmg(A), Rgn-Dmg/Rchg(42), Rgn-Acc/Dmg/Rchg(42), Rgn-Acc/Rchg(42), Rgn-Dmg/EndRdx(43)
Level 44: Radiation Siphon -- CrsImp-Acc/Dmg(A), CrsImp-Dmg/EndRdx(45), CrsImp-Dmg/Rchg(45), CrsImp-Acc/Dmg/Rchg(45), CrsImp-Acc/Dmg/EndRdx(46)
Level 47: Assault -- EndRdx-I(A)
Level 49: Stealth -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- Empty(A)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Fury 
Level 1: Sprint -- Empty(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Empty(A)
Level 2: Health -- RgnTss-Regen+(A), NmnCnv-Regen/Rcvry+(50), Mrc-Rcvry+(50)
Level 2: Hurdle -- Empty(A)
Level 2: Stamina -- EndMod-I(A), EndMod-I(34)
Level 50: Fate Core Flawless Genesis 
Level 50: Musculature Radial Boost 
Level 50: Pyronic Core Judgement 
Level 50: Assault Genome 
Level 50: Ageless Partial Core Invocation 
Level 50: Knives of Vengeance Ally 
Level 50: Reactive Core Interface 
------------
------------
Set Bonus Totals:

  • 13% DamageBuff(Smashing)
  • 13% DamageBuff(Lethal)
  • 13% DamageBuff(Fire)
  • 13% DamageBuff(Cold)
  • 13% DamageBuff(Energy)
  • 13% DamageBuff(Negative)
  • 13% DamageBuff(Toxic)
  • 13% DamageBuff(Psionic)
  • 16% Defense(Melee)
  • 18.5% Defense(Smashing)
  • 18.5% Defense(Lethal)
  • 32.88% Defense(Fire)
  • 32.88% Defense(Cold)
  • 6% Defense(Energy)
  • 6% Defense(Negative)
  • 6% Defense(Psionic)
  • 6% Defense(Ranged)
  • 23.19% Defense(AoE)
  • 88% Enhancement(Accuracy)
  • 90% Enhancement(RechargeTime)
  • 22.5% SpeedFlying
  • 118.1 HP (7.88%) HitPoints
  • 22.5% JumpHeight
  • 22.5% SpeedJumping
  • MezResist(Confused) 63.75%
  • MezResist(Held) 63.75%
  • MezResist(Immobilized) 63.75%
  • MezResist(Sleep) 63.75%
  • MezResist(Stunned) 63.75%
  • MezResist(Terrorized) 63.75%
  • MezResist(Teleport) 100% (20% chance)
  • 22.5% (0.38 End/sec) Recovery
  • 30% (1.87 HP/sec) Regeneration
  • 45% ResEffect(SpeedFlying)
  • 45% ResEffect(RechargeTime)
  • 45% ResEffect(SpeedRunning)
  • 8.25% Resistance(Smashing)
  • 8.25% Resistance(Lethal)
  • 30% Resistance(Fire)
  • 30% Resistance(Cold)
  • 22.5% SpeedRunning

 

| Copy & Paste this data into Mids' Reborn : Hero Designer to view the build |
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|-------------------------------------------------------------------|
Edited by FullEclipse
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I'm not sure I fall under the banner of "serious farmer" since I farm with my general purpose SS/Fire, but yes, I'm eating reds all the time, with my ~ key converting all other inspirations to reds and eating them. I only bother buying reds if I need to hit the vendor anyway to sell some trash. I believe I'm rejecting rezzes and mezzes. I would guess that 6 minutes is good for no inspirations.

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Your build is probably fine. While the asteroid is a useful sanity check for your build, it's actually more about luck and skill than minor variations in build. Basically, you want to be able to stand in the middle of the asteroid, never moving, while everything comes to you. Having to chase down more mobs means you're losing a lot of ticks of damage because you aren't surrounded by enough enemies.

 

I went through my files and grabbed what I think is my farming Brute build so you can look through it. However, be aware that it's a different sort of build approach than you're using (Hasten-based rather than Musculature-based).

 

Spoiler

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7

https://github.com/ImaginaryDevelopment/imaginary-hero-designer

 

Click this DataLink to open the build!

 

Level 50 Magic Brute

Primary Power Set: Radiation Melee

Secondary Power Set: Fiery Aura

Power Pool: Fighting

Power Pool: Speed

Power Pool: Leaping

Power Pool: Concealment

Ancillary Pool: Pyre Mastery

 

Villain Profile:

Level 1: Radioactive Smash

  • (A) Superior Blistering Cold - Recharge/Chance for Hold: Level 50

  • (3) Superior Blistering Cold - Damage/Endurance/Accuracy/RechargeTime: Level 50

  • (3) Superior Blistering Cold - Damage/Endurance: Level 50

  • (5) Superior Blistering Cold - Accuracy/Damage: Level 50

  • (5) Superior Blistering Cold - Accuracy/Damage/Endurance: Level 50

  • (7) Superior Blistering Cold - Accuracy/Damage/Recharge: Level 50

Level 1: Fire Shield
  • (A) Steadfast Protection - Resistance/Endurance: Level 30

  • (7) Aegis - Resistance/Endurance/Recharge: Level 50

  • (9) Aegis - Resistance/Endurance: Level 50

  • (9) Aegis - Resistance: Level 50

Level 2: Blazing Aura
  • (A) Superior Unrelenting Fury - RechargeTime/+Regen/+End: Level 50

  • (11) Superior Brute's Fury - Recharge/Fury Bonus: Level 50

  • (11) Superior Brute's Fury - Accuracy/Damage: Level 50

  • (13) Superior Brute's Fury - Damage/Endurance/RechargeTime: Level 50

  • (13) Superior Brute's Fury - Accuracy/Damage/Endurance/Recharge: Level 50

  • (15) Superior Brute's Fury - Accuracy/Damage/Recharge: Level 50

Level 4: Healing Flames
  • (A) Aegis - Resistance: Level 50

  • (19) Aegis - Resistance/Recharge: Level 50

  • (21) Aegis - Resistance/Endurance/Recharge: Level 50

Level 6: Kick
  • (A) Empty

Level 8: Radiation Siphon
  • (A) Hecatomb - Damage/Endurance: Level 50

  • (21) Hecatomb - Damage: Level 50

  • (23) Hecatomb - Damage/Recharge: Level 50

  • (23) Hecatomb - Accuracy/Damage/Recharge: Level 50

  • (25) Hecatomb - Accuracy/Recharge: Level 50

Level 10: Temperature Protection
  • (A) Gladiator's Armor - TP Protection +3% Def (All): Level 50

  • (25) Unbreakable Guard - +Max HP: Level 50

  • (27) Aegis - Resistance: Level 50

  • (27) Aegis - Resistance/Endurance: Level 50

  • (29) Aegis - Resistance/Endurance/Recharge: Level 50

Level 12: Hasten
  • (A) Recharge Reduction IO: Level 50

  • (29) Recharge Reduction IO: Level 50

Level 14: Combat Jumping
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

Level 16: Plasma Shield
  • (A) Aegis - Resistance: Level 50

  • (31) Aegis - Resistance/Endurance: Level 50

  • (31) Aegis - Resistance/Endurance/Recharge: Level 50

Level 18: Irradiated Ground
  • (A) Achilles' Heel - Chance for Res Debuff: Level 20

  • (31) Touch of Lady Grey - Chance for Negative Damage: Level 50

  • (33) Obliteration - Damage: Level 50

  • (33) Obliteration - Chance for Smashing Damage: Level 50

  • (33) Scirocco's Dervish - Accuracy/Damage: Level 50

  • (34) Scirocco's Dervish - Accuracy/Damage/Endurance: Level 50

Level 20: Consume
  • (A) Armageddon - Damage/Endurance: Level 50

  • (34) Armageddon - Damage: Level 50

  • (34) Armageddon - Damage/Recharge: Level 50

  • (36) Armageddon - Accuracy/Damage/Recharge: Level 50

  • (36) Armageddon - Accuracy/Recharge: Level 50

Level 22: Stealth
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

Level 24: Tough
  • (A) Aegis - Resistance/Endurance: Level 50

  • (36) Aegis - Resistance: Level 50

  • (37) Aegis - Resistance/Endurance/Recharge: Level 50

Level 26: Weave
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

  • (37) Luck of the Gambler - Defense: Level 50

Level 28: Invisibility
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

Level 30: Burn
  • (A) Armageddon - Chance for Fire Damage: Level 50

  • (37) Obliteration - Damage: Level 50

  • (39) Obliteration - Chance for Smashing Damage: Level 50

  • (39) Fury of the Gladiator - Chance for Res Debuff: Level 50

  • (39) HamiO:Nucleolus Exposure

  • (40) Superior Avalanche - Accuracy/Damage/Endurance: Level 50

Level 32: Atom Smasher
  • (A) Scirocco's Dervish - Accuracy/Damage: Level 50

  • (40) Scirocco's Dervish - Chance of Damage(Lethal): Level 50

  • (40) Obliteration - Damage: Level 50

  • (42) Obliteration - Chance for Smashing Damage: Level 50

  • (42) HamiO:Nucleolus Exposure

  • (42) Eradication - Chance for Energy Damage: Level 30

Level 35: Fiery Embrace
  • (A) Recharge Reduction IO: Level 50

Level 38: Char
  • (A) Superior Entomb - Recharge/Chance for +Absorb: Level 50

  • (45) Superior Entomb - Accuracy/Hold/Endurance/Recharge: Level 50

  • (46) Superior Entomb - Accuracy/Hold: Level 50

  • (46) Superior Entomb - Hold/Recharge: Level 50

  • (46) Superior Entomb - Endurance/Recharge: Level 50

  • (48) Superior Entomb - Accuracy/Hold/Endurance: Level 50

Level 41: Fire Blast
  • (A) Superior Winter's Bite - Recharge/Chance for -Speed & -Recharge: Level 50

  • (43) Superior Winter's Bite - Damage/Endurance/Accuracy/RechargeTime: Level 50

  • (43) Superior Winter's Bite - Accuracy/Damage: Level 50

  • (43) Superior Winter's Bite - Damage/RechargeTime: Level 50

  • (45) Superior Winter's Bite - Accuracy/Damage/Endurance: Level 50

  • (45) Superior Winter's Bite - Accuracy/Damage/Recharge: Level 50

Level 44: Fire Ball
  • (A) Ragnarok - Damage: Level 50

  • (48) Ragnarok - Damage/Endurance: Level 50

  • (48) Ragnarok - Accuracy/Recharge: Level 50

  • (50) Ragnarok - Damage/Recharge: Level 50

  • (50) Ragnarok - Accuracy/Damage/Recharge: Level 50

  • (50) Range IO: Level 50

Level 47: Fusion
  • (A) Gaussian's Synchronized Fire-Control - Chance for Build Up: Level 50

Level 49: Grant Invisibility
  • (A) Luck of the Gambler - Defense/Increased Global Recharge Speed: Level 50

Level 2: Health
  • (A) Numina's Convalesence - +Regeneration/+Recovery: Level 50

  • (15) Panacea - +Hit Points/Endurance: Level 50

  • (17) Miracle - +Recovery: Level 40

Level 2: Stamina
  • (A) Performance Shifter - Chance for +End: Level 50

  • (17) Performance Shifter - EndMod: Level 50

  • (19) Power Transfer - Chance to Heal Self: Level 50

Level 50: Agility Core Paragon 

Level 50: Ion Core Final Judgement 

Level 50: Reactive Core Flawless Interface 

Level 50: Ageless Core Epiphany 

Level 50: Assault Radial Embodiment 

------------

 

 

 

 

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As for the reds, I went to the P2W vendor and turned all but reds off. So they are the only ones that drop for my farmer. And I pop a stack  of them from time to time but honestly I'm not crazy about it.

And I get between 4 and 5 minutes per on my Rad/Fire.

 

The answer is simple: procs

Check Hjarki build it's full of procs in Burn, Irradiated Ground and Atom Smasher....I have them in Blazing Aura and Electric Fences as well on my build.

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13 hours ago, FullEclipse said:

Are these speed demons eating reds all the time? I don't do that cause I don't want to. 

You know the problem and you are choosing not to solve it. Nothing wrong with this. Play how you want to play, but this is almost certainly the issue.

Edited by Darkir
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7 hours ago, SuperPlyx said:

As for the reds, I went to the P2W vendor and turned all but reds off. So they are the only ones that drop for my farmer. And I pop a stack  of them from time to time but honestly I'm not crazy about it.

And I get between 4 and 5 minutes per on my Rad/Fire.

 

The answer is simple: procs

Check Hjarki build it's full of procs in Burn, Irradiated Ground and Atom Smasher....I have them in Blazing Aura and Electric Fences as well on my build.

 

 

This: I can't overstate the difference in using procs in Burn and IG especially. I pack them with as many procs as possible. You hit burn and bosses just disappear...

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33 minutes ago, FullEclipse said:

Any chance I can get a link to Hjarki build?  I have searched but so many references to Hjarki that I cant skim them all. Thanks

Posted by Hjarki above, under "Reveal hidden contents". Builds are often posted like that.

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15 hours ago, SuperPlyx said:

Check Hjarki build it's full of procs in Burn, Irradiated Ground and Atom Smasher....I have them in Blazing Aura and Electric Fences as well on my build.

NVM.  Edit won't let me delete.

Edited by JayboH

image.png.440bd3ba66421192ca1fb954c5d313c2.pngspacer.pngFlint Eastwood

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On 5/18/2020 at 5:58 AM, Darkir said:

You know the problem and you are choosing not to solve it. Nothing wrong with this. Play how you want to play, but this is almost certainly the issue.

Exactly this.

In the 'farm fresh builds' thread, there are a bunch of binds that automagically combine all your inspirations into reds, automagically EAT the reds, and then fire off your attack powers based on the numbers keys. That way YOU do not have to pay any attention to your inspiration bar whatsoever.

This is HOW we get those 4 min clear times. Without them, we are lucky to pull 6 minutes, and often clear as slowly as a tanker. They literally double your clear speeds, and are the 'secret trick' for farming brutes, farming blasters, Farming Tankers, and even the 'weird' farmers tend to use them (except kinetics... kinetics self-cap damage so they tend to use binds that combine for oranges and purples instead, since kinetics doesn't slot well to cap defense/resistance)


But if you want to be special and different and not use the inspirations that fall like blood droplets in a John Woo movie, go for it.... but where I come from, 'special' and 'different' are often Euphemisms for 'slow', and Slow is what your Brute's gonna be.


But, if you like, here's the thread with the keybinds that will MAKE your brute the same kind of killing machine we are used to:


Bear in mind that the 'Farm' chosen and the 'turn off exp' thing are all old, and no longer valid, news since the devs nerfed the crap out of it. Some of us have been building new farms to encourage Tickets and the new paradigm of super-fast all-boss or all-lut farms, as well as farms for alternative farmers like blasters to excel at now that the old model is broken, but those are still being tweaked.

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1 hour ago, Frostweaver said:

(except kinetics... kinetics self-cap damage so they tend to use binds that combine for oranges and purples instead, since kinetics doesn't slot well to cap defense/resistance)

A well built fire/kin corruptor has no need for inspirations in a fire farm as none of them provide a benefit there. ^_^

 

The build below often hits the recharge cap whenever an FF proc goes off and will hit it on its own with 2 siphon speeds at the beginning of ageless destiny (it has 200% base recharge). It also has max fire res and softcapped fire defense. It destroys fire maps without the need for any inspirations, outside powers, or support. Perhaps the OP would like something like this instead?

 

Spoiler

 

Villain Plan by Mids' Reborn : Hero Designer 2.6.0.7
https://github.com/ImaginaryDevelopment/imaginary-hero-designer

Click this DataLink to open the build!

Level 50 Mutation Corruptor
Primary Power Set: Fire Blast
Secondary Power Set: Kinetics
Power Pool: Leadership
Power Pool: Fighting
Power Pool: Concealment
Power Pool: Speed
Ancillary Pool: Flame Mastery

Villain Profile:
Level 1: Flares -- SprWntBit-Acc/Dmg(A), SprWntBit-Dmg/Rchg(13), SprWntBit-Acc/Dmg/EndRdx(13), SprWntBit-Acc/Dmg/Rchg(17), SprWntBit-Dmg/EndRdx/Acc/Rchg(17), SprWntBit-Rchg/SlowProc(31)
Level 1: Transfusion -- Prv-Heal(A), Prv-Heal/EndRdx(27), Prv-EndRdx/Rchg(39), Prv-Heal/Rchg(40), Prv-Heal/Rchg/EndRdx(40), Prv-Absorb%(40)
Level 2: Fire Ball -- Rgn-Dmg/Rchg(A), Rgn-Acc/Dmg/Rchg(3), Rgn-Acc/Rchg(3), Rgn-Dmg/EndRdx(11), Rgn-Knock%(39)
Level 4: Repel -- EndRdx-I(A), FrcFdb-Rechg%(5), SuddAcc--KB/+KD(9)
Level 6: Rain of Fire -- SprFrzBls-Acc/Dmg(A), SprFrzBls-Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/EndRdx(7), SprFrzBls-Acc/Dmg/Rchg(21), SprFrzBls-Dmg/EndRdx/Acc/Rchg(21), SprFrzBls-Rchg/ImmobProc(23)
Level 8: Maneuvers -- RedFrt-Def/EndRdx(A), RedFrt-EndRdx/Rchg(9), RedFrt-Def/EndRdx/Rchg(11), RedFrt-Def(34), RedFrt-EndRdx(36), LucoftheG-Def/Rchg+(42)
Level 10: Siphon Speed -- RechRdx-I(A)
Level 12: Boxing -- AbsAmz-Stun/Rchg(A), AbsAmz-Stun(15), AbsAmz-Acc/Stun/Rchg(48), AbsAmz-Acc/Rchg(48), AbsAmz-EndRdx/Stun(50)
Level 14: Tactics -- HO:Cyto(A)
Level 16: Vengeance -- LucoftheG-Def/Rchg+(A)
Level 18: Blaze -- SprScrBls-Acc/Dmg(A), SprScrBls-Dmg/Rchg(19), SprScrBls-Acc/Dmg/Rchg(19)
Level 20: Speed Boost -- WntGif-RunSpd/Jump/Fly/Rng/EndRdx(A), WntGif-ResSlow(46)
Level 22: Tough -- Ags-ResDam/EndRdx(A), Ags-EndRdx/Rchg(25), Ags-ResDam/EndRdx/Rchg(27), GldArm-3defTpProc(29)
Level 24: Stealth -- LucoftheG-Def/EndRdx(A), LucoftheG-Def/Rchg+(25), ShlWal-ResDam/Re TP(39), Ksm-ToHit+(48)
Level 26: Blazing Bolt -- SprScrBls-Dmg/EndRdx/Rchg(A), SprScrBls-Acc/Dmg/EndRdx/Rchg(29), SprScrBls-Rchg/+End(31)
Level 28: Weave -- Rct-Def(A), Rct-Def/EndRdx(31), Rct-EndRdx/Rchg(37), Rct-Def/Rchg(42), Rct-Def/EndRdx/Rchg(43), Rct-ResDam%(43)
Level 30: Grant Invisibility -- LucoftheG-Def/Rchg+(A)
Level 32: Inferno -- Arm-Dmg/Rchg(A), Arm-Acc/Dmg/Rchg(33), Arm-Acc/Rchg(33), Arm-Dmg/EndRdx(33), Arm-Dam%(34), FuroftheG-ResDeb%(34)
Level 35: Transference -- PrfShf-EndMod/Rchg(A)
Level 38: Fulcrum Shift -- RechRdx-I(A)
Level 41: Consume -- FuroftheG-Acc/Dmg(A), FuroftheG-Dam/Rech(42)
Level 44: Fire Shield -- Ags-ResDam/EndRdx(A), Ags-ResDam/Rchg(45), Ags-EndRdx/Rchg(45), Ags-ResDam/EndRdx/Rchg(45), Ags-ResDam(46), StdPrt-ResDam/Def+(46)
Level 47: Hasten -- RechRdx-I(A)
Level 49: Invisibility -- LucoftheG-Def/Rchg+(A)
Level 1: Brawl -- SprBlsCol-Acc/Dmg(A), SprBlsCol-Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/EndRdx(36), SprBlsCol-Acc/Dmg/Rchg(37), SprBlsCol-Dmg/EndRdx/Acc/Rchg(37), SprBlsCol-Rchg/HoldProc(43)
Level 1: Prestige Power Dash -- Empty(A)
Level 1: Prestige Power Slide -- Empty(A)
Level 1: Prestige Power Quick -- Empty(A)
Level 1: Prestige Power Rush -- Empty(A)
Level 1: Prestige Power Surge -- Empty(A)
Level 1: Scourge 
Level 1: Sprint -- Clr-Stlth(A)
Level 2: Rest -- Empty(A)
Level 4: Ninja Run 
Level 2: Swift -- Run-I(A)
Level 2: Health -- NmnCnv-Regen/Rcvry+(A), Pnc-Heal/+End(5), Mrc-Rcvry+(50)
Level 2: Hurdle -- Jump-I(A)
Level 2: Stamina -- EndMod-I(A), PrfShf-EndMod(15), PrfShf-End%(23), PwrTrns-+Heal(50)
Level 50: Agility Core Paragon 
Level 50: Void Core Final Judgement 
Level 50: Reactive Radial Flawless Interface 
Level 50: Banished Pantheon Radial Superior Ally 
Level 50: Ageless Core Epiphany 
Level 50: Assault Radial Embodiment 
Level 0: Invader 
Level 0: High Pain Threshold 
Level 0: Born In Battle 
Level 0: Marshal 
Level 1: Quick Form 
------------

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		|-------------------------------------------------------------------|

 

 

Edited by Darkir
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3 hours ago, Frostweaver said:

How does it compare to brute speeds?

Not well. The fastest I've ever cleared the asteroid is something like 6:20. It's real strength lies in being able to duo the cave map (or any long fire map really) with another brute (or more) in faster time than 2 brutes. My fastest time on the cave map with another brute I believe is 26:40.  If two brutes manage to beat that or any duo really (I suspect a fire/kin Corr and a blaster could beat it), I am prepared to eat crow.

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3 hours ago, Frostweaver said:

if a bit too...specialized for my tastes

Yeah, but you get three builds so I normally make one for most content and one for fire farming on characters I enjoy. And I enjoy my fire/kin the most.

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6 minutes ago, Darkir said:

Not well. The fastest I've ever cleared the asteroid is something like 6:20. It's real strength lies in being able to duo the cave map (or any long fire map really) with another brute (or more) in faster time than 2 brutes. My fastest time on the cave map with another brute I believe is 26:40.  If two brutes manage to beat that or any duo really (I suspect a fire/kin Corr and a blaster could beat it), I am prepared to eat crow.

Will you eat crow if a kin/water defender and a fire/staff TANKER cleared it in 25:30ish?

The secret is that both characters are proc monsters, and are damage-capped by kin WITHOUT eating a single red... They actually have higher damage than 2 brutes 🙂

 

Edited by Frostweaver
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Just now, Frostweaver said:

Will you eat crow if a kin/water defender and a fire/staff tanker cleared it in 25:30ish?

Hmmmmm, I shall eat some crow legs as the main point is that kinetics+a partner is faster than two of something else. I suspect a faster time with that duo comes down to playing better...I do not like this. 🙂

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Actually it comes down to a pair BUILT to duo with fulcrum shift. Meaning that very few powers are slotted with damage on either character, they are slotted with as many damage procs as possible. incarnates are based around -rech to speed up attacks instead of damage. My husband and I were working on it last night, and we are still tweaking the builds to try and break the twenty minute mark.

And the fact that 2 brutes are sharing inspiration drops... They are lucky, very lucky, if they can keep their damage bonus above 250. (450 total)

I bet sonic/kin and rad/fire tanker would be even faster, due to -res in aoe's.

 

It's not 'playing better', it's "I am sitting right across from him and we have coordinated every part of this from complimentary builds to tactics"

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10 hours ago, Darkir said:

A well built fire/kin corruptor has no need for inspirations in a fire farm as none of them provide a benefit there. ^_^

I think you'd actually be better off with Archery or Water. Inferno is very impressive, but it's actually quite low in the dps department due to the long recharge. Sets like Archery and Water have lower recharges on their ultimates (and higher dps even with lower damage/activation). More importantly, they have significantly more reliable use of Force Feedback - in Repel, you're spending a ton of endurance to get the equivalent of 7.5% recharge over time. In sets like Archery or Water, you'd be getting closer to the theoretical maximum of +100% recharge.

 

You also have to be a bit careful with Rains, since they scatter spawns.

 

Something like Water/Dark/Fire Blaster can also fit into this mold (albeit without buffing teammates, just themselves) on a considerably higher damage scale.

 

I'm also not a particularly big fan of Kinetics for fire farm applications because they really just replicate what you're getting from inspirations anyway.

 

Consider instead a Time Defender. Between Temporal Selection and Chrono Shift, you're increasing your Brute's recharge by 80% (only useful for click powers) and multiplying all their damage by 30% (via Slowed Response). So it doesn't matter how many red Inspirations they chow down, they're still dealing a lot more damage.

 

Of course, Slowed Response isn't the best way to do this since you can only use it once every 90 sec (prior to recharge reductions). So most of the time, you'll be fighting enemies that aren't debuffed. Poison (-25%) and Sonic (-30%) both have continuous -resist fields you can use. And, of course, our old friend Storm Summoning can multi-stack Freezing Rain if you can manage the scatter issue.

 

6 hours ago, Frostweaver said:

How does it compare to brute speeds?

Brutes aren't uniquely fast at clearing so much as uniquely convenient.

 

With a Brute, you can level up into your teens and then park yourself in a fire farm for the remainder of the character's life. You can take 5 seconds, position your Brute in the middle of a pack, walk away to cook dinner and just stop back every few minutes to re-position. It may take you 50 minutes instead of 25 minutes to clear a cave, but since you're only playing for 2 of those minutes, it's a win from the standpoint of time efficiency.

 

This puts them firmly into the "if it ain't broke..." territory. Consider for the moment that a Scrapper can take all the same primary/secondary powers, they'll do more damage with them at the +damage cap and they can critical on top of that. While Brutes can take two additional AE from Mu Mastery vs. one for Scrapper from Blaze Mastery, this isn't enough to bridge the discrepancy (if you're going for 'fastest possible asteroid clearing', you'd probably take the AE damage hit to get the 'can reach entire asteroid' sniper attack from Mu Mastery). So even without getting very deep into analysis, we know that Brutes aren't the 'best' farmers if you're actively playing. Note: Scrappers being directly superior to Brutes at the damage cap is a direct result of the January changes.

 

Tankers are a bit of a different story. They have a lower maximum damage than Brutes by ~10%, but have better target caps/arcs/radius. Consider the classic Spines/Fire Brute. I'd argue that in the current game, this should be rolled as a Fire/Spines Tanker. Not only do you potentially hit more targets with Spine Burst, but Ripper goes from an "I'll just skip this" ability to probably your best AE ability (a 10-target wide arc, large radius KB AE).

 

However, I'd argue the real virtue of Tankers is that you can build a 'fire farm character' that's also good in the outside world. My Fire/Staff/Pyre Tanker can tear through an AE fire farm pretty quickly. But it's also an actual Tanker with S/L/F/E/N/T hard capped and L/F/C/E/N/M soft capped while being trivial to solo level from the mid-teens in fire farms. Certainly, it would be possible to shift priorities and make it a pure fire farmer. But you're not going to get all that much more damage by doing so and you lose the ability to take the character out into the world.

 

 

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No one is arguing that you cannot make a 7 minute Tanker Farmer. Heck, I have a shield/savage Tanker that can 7 minute farm, no problems, and she's capped positional and 80% to most and solo runs at darned close to damage cap from beginning to end.

But yes, if you decide to make a 'non specialist farmer' you are going to do it in twice the time. That means that what takes a 'normal' specialized fire farmer brute 25 minutes to do, it's going to take you almost 40 minutes to do. Farmers don't farm with arcs and radius. They drop massive 360 degree PBAOE's around themselves as well as 2 PBAOE auras packed with procs, into stuff that's packed about 8 feet around them. cones slow you down, no matter how awesome they are. If you actually ever farmed, you'd know darned well that farmers have tried, and discarded, attempts to add ripper, eviscerate, and proton sweep into their attack chains, and only ever do it when there is a big gap to fill... knowing that the target cap makes it barely better than one ST big attack.

Unless you increase Tanker aggro and PBAOE target cap to 24+, Tankers are not going to be as good as brutes at farming just because of their 'radius'.

Now PLEASE don't start this stupid Gamma conversation about how you 'imagine' a tanker could be a better farmer than a brute over again. It's tiresome.

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43 minutes ago, Frostweaver said:

Now PLEASE don't start this stupid Gamma conversation about how you 'imagine' a tanker could be a better farmer than a brute over again. It's tiresome.

What's 'tiresome' is your insistence on posting such zero-contribution nonsense. Fine: you can't do it. But please don't pretend you've 'tested' something that other people have and found useful.

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5 hours ago, Hjarki said:

I think you'd actually be better off with Archery or Water. Inferno is very impressive, but it's actually quite low in the dps department due to the long recharge. Sets like Archery and Water have lower recharges on their ultimates (and higher dps even with lower damage/activation). More importantly, they have significantly more reliable use of Force Feedback - in Repel, you're spending a ton of endurance to get the equivalent of 7.5% recharge over time. In sets like Archery or Water, you'd be getting closer to the theoretical maximum of +100% recharge.

 

You also have to be a bit careful with Rains, since they scatter spawns.

Force feedback procs in repel based on the number of mobs it is hitting. Therefore when you are surrounded, as you very often are in a fire farm, it procs a whole lot. I would say I likely get around 40-60% global recharge throughout a farm with FF in repel. I am also using ageless, making my endurance drain almost a non-issue. It also provides a considerable amount of knockdown providing you some mitigation as you will still need to heal yourself even with capped def/res. The less I heal, the more time I can spend killing things quickly. I should note that I rarely use rain of fire, typically only with a tanker as they can keep the mobs there, I take it mostly for the bonuses. I tried to use fire breath instead, but I found the clear times were worse and I hated positioning. Water is a wonderful set, it has a heal, good ST and AOE damage, and good FF proc opportunities, but it does not compare to fire for damage on a kinetics corruptor even with the better recharge times on geyser.

 

 

Every dot that fire puts onto mobs is amplified by being at the damage cap, this correlates to a 262 damage 1 arcana second cast Fireball or 262.82 arcana dpa 

 

(three 80% chance ticks of 6.26=6.26x3=18.78x80%=15.024, 8.34 smashing damage, 29.20 fire damage, 29.20+8.34+15.024=52.564x500% [damage cap]=262.82 damage/1 second=262.82)

 

and a 1182.97 damage or 394.32 arcana dpa Inferno

 

(nine 99% chance ticks of 12.51=12.51x9=112.59x99%=111.46, 41.71 smashing damage, 83.42 fire damage, 111.46+41.71+83.42=236.59x500% [damage cap]=1182.97 damage/3 seconds=394.32)

 

All of waters dots are amplified too, but it doesn't have as many, nor are they as strong. Water burst has no dot, but it does some good damage at the damage cap with 187.65 damage, but its arcana cast time is 1.73, meaning a 108.46 arcana dpa 

 

(9.38 smashing damage, 28.15 cold damage, 9.38+28.15=37.53x500% [damage cap]=187.65 damage / 1.73 seconds=108.46 arcana dpa).

 

Geyser at the cap and at combo lvl 3 does 808.1 damage or 275.8 arcana dpa

 

(11 ticks of 7.11=11x7.11=78.21, 20.85 smashing damage, 62.56 fire damage, 78.21+20.85+62.56=161.62x500% [damage cap]=808.1 damage/ 2.93 seconds=275.8 arcana dpa).

 

 

So even when we figure in the difference in recharges that we have on my build with agility alpha and two siphon speeds (220% total global recharge before the FF procs or ageless) and the roughly 120% recharge we have from enhancements fire wins the dps game by a considerable margin. Fireball dps is 72.4 (262.82/3.63 recharge time) vs. water burst's 29.87 (108.46/3.63), while inferno's is 12.06 dps(394.32/32.69 recharge time) vs geyser's 9.79 dps (275.8/28.18 recharge time). When we start to compare the other powers (blaze and water jet, aqua bolt and flares, etc.) things only look worse for water. 

 

Given all of this, I do not think that water is a better candidate for farming when compared to fire. Especially because at 220% recharge with about 100%-120% recharge in our powers, we only need about 60%-80% more recharge to hit the cap. I use ageless to cover this and my endurance needs for repel. I also get a lot of FF procs from repel when I am surrounded, so I don't think the extra FF procs from water would help much here (on my water/cold corruptor I love them, ditto the storm/water defender I am currently playing around with), but I definitely think that the damage loss would be substantial if I changed to a water/kin. If I had a dedicated farming partner like Frostweaver I would water/kin because the damage proc opportunities off a lot of more potential damage, but I do not have someone who would make a toon with me specifically to farm with me and me alone. It would be fun to do such a thing though, would you be interested @Hjarki or @Frostweaver?

 

P.S. All math in this post was done by the monkey I keep in my closet and then double and triple checked by an idiot (me). If the monkey made a mistake, please inform me and I will eat the monkey and correct the mistake(s) if they are warranted. 

Edited by Darkir
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36 minutes ago, Darkir said:

Force feedback procs in repel based on the number of mobs it is hitting. Therefore when you are surrounded, as you very often are in a fire farm, it procs a whole lot. I would say I likely get around 40-60% global recharge throughout a farm with FF in repel.

The activation period is 10s, so you shouldn't be getting more than 50% uptime.

 

53 minutes ago, Darkir said:

Every dot that fire puts onto mobs is amplified by being at the damage cap, this correlates to a 262 damage 1 arcana second cast Fireball or 262.82 arcana dpa 

The DoT are part of the effect of the power, so I'm not sure why you're calling them out in this fashion. While this can be somewhat useful (such as with Fury of the Gladiator procs) and somewhat of a hindrance (such as with Scourge), it's not generally all that significant a difference from the upfront damage.

 

However, the key flaw I see in your argument is not recognizing that activation time doesn't really matter. Activation time is critical when you're creating a rotation because it's the limiting factor on activating those powers. But when you're talking about AE powers from a blast set, activation time isn't any sort of limitation. You'll have long gaps where all of your attack powers are waiting to recharge.

 

This makes recharge the limiting factor and you really need to be looking at damage/recharge.

 

Even with just Water Burst/Geyser vs. Fireball/Inferno, Water is going to be roughly equivalent to Fire due to the increased uptime on Force Feedback (you might also be looking at the Water numbers without Tidal Power rather than with Tidal Power).

 

I think you're also not recognizing the value of hovering over the mobs rather than standing in the middle of them (which Repel requires):

  • It provides some potential defensive benefits since you do not need to emphasize M/S/L defense. Given the difficulty of obtaining those with primarily ranged attacks and none from ATOs, it makes your build much easier to manage.
  • It eliminates the 'excluded middle' problem. The center of the circle where you're doing your damage is excluded because you're standing in it. This also happens to be the place which would ordinarily have the highest density of mobs, meaning you lose more potential targets than you'd otherwise expect just from the lost area.
  • It's easier for you to team up because you're not interfering with your partner (who is almost certainly standing in that 'excluded middle').
  • It permits you to use the high damage Cone attacks without constantly shifting around. At most you simply drift up and down in hover.

I don't think I've ever seen a Kinetics Corruptor in a fire farm. I have seen Fire/Kin Controllers, but that's a different kettle of fish. I've seen multiple Water/* Blasters in fire farms - and they all tend to use the Hover technique (they could theoretically take Whirlwind in place of Repel). I can't recall ever seeing a Fire/* Blaster doing a fire farm, but my sample size isn't all that large - it's pretty easy to accidentally end up with a Storm/Water Defender who can chew through a fire map in short order but you really have to design a Blaster from the ground up for fire farms if you don't want them to die horribly.

 

There is one key advantage that Fire has over Water: a sniper attack. It is almost always faster to toss a stray attack in the middle of what you're doing and let the new gang wander to you than it is to chase them down. With conventional attacks, range can be a problem. With sniper attacks, you can normally tag anything you need (in a cave or city farm, you'll still need to move around).

 

 

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I didn't even know that there was a water-blast power set for brutes!

Huh, I cannot find it.

I use a Kin/Water DEFENDER in a fire farm. Just because you cannot see it doesn't mean it doesn't work.

Edited by Frostweaver
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